网演高层钦州
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using System;
using System.Collections;
using System.Collections.Generic;
using AX.Network.Protocols;
using UnityEngine;
using AX.Serialization;
public class CLONE_WATERCURTAIN_SYNC : NetworkMessageBehaviour
{
private GameObject WaterCurtain = null;//水幕预设
private void Start()
{
if (WaterCurtain == null)
WaterCurtain = Resources.Load("WaterCurtain/WaterCurtain") as GameObject;
}
protected override void Execute(BinaryMessage message)
{
InputHistory.Instance.RegisterInputHistory(message);
var info = message.Body.Deserialize<WaterCurutainSyncData>();
if (InputManager.Instance)
{
if (CurrentUserInfo.mySelf.Id != info.SendUserID)
{
if (info.ParentGameObjId == GetComponent<CloneGameObjInfo>().gameObjID)
{
var WCurtain = EntitiesManager.Instance.CreateObj(
WaterCurtain,
info.ClonePosition,
transform,
info.gameObjID);
WCurtain.name = "WaterCurtain";
CloneGameObjInfo CloneObjInfo = WCurtain.GetComponent<CloneGameObjInfo>();
CloneObjInfo.gameObjType = info.gameObjType;
CloneObjInfo.UserID = info.UserID;
CloneObjInfo.buildNum = info.buildNum;
CloneObjInfo.floorNum = info.floorNum;
CloneObjInfo.interlayerNum = info.interlayerNum;
}
}
}
}
}